This article first appeared in Digital Edge, The Edge Malaysia Weekly on September 8, 2025 - September 14, 2025
Game development, animation and other creative industries are fast becoming pillars of Malaysia’s digital economy. To capitalise on this momentum, the Malaysia Digital Economy Corporation (MDEC) expects to launch the Digital Creative Ecosystem (DICE) Roadmap 2026-2030 in the final quarter of the year.
Covering sectors from game development to animation, the road map aims to position Malaysia as a global hub for digital creativity by 2030, with a focus on establishing the nation as a leader in high-quality intellectual property (IP) creation and nurturing world-class creative talent.
“Our goal is to produce global champions in animation and digital games by driving high-impact initiatives. These include strengthening local IP, empowering creative talent, improving access to funding, expanding into international markets and attracting strategic investments into Malaysia,” MDEC CEO Anuar Fariz Fadzil tells Digital Edge.
“We envision Malaysia becoming a global leader in original game IPs, with studios that own, scale and export globally. The focus is on building franchise-ready IPs supported by a robust ecosystem of talent, funding and international partnerships.”
These strategies are closely aligned with national policies such as Madani Economy, the 13th Malaysia Plan and Malaysia Digital Economy Blueprint, which identify creative content as a strategic growth sector.
According to MDEC, the upcoming road map will place the corporation at the centre of efforts to enable and accelerate the entire life cycle of creative IP development in Malaysia, from ideation and funding to production, commercialisation and export. MDEC is expected to serve as the lead implementing agency and ecosystem builder, introducing structured and strategic interventions to support IP creators at every stage.
Among the road map’s initiatives is a dedicated incubator and accelerator programme to strengthen studio capabilities, offering expert mentorship, market entry facilitation, matching grants and investor access to help local IPs scale globally.
These efforts build on Malaysia’s track record of successful IPs in animation and game development, with franchises such as Ejen Ali, Mechamato and Upin & Ipin developed and commercialised locally while achieving international syndication, merchandising and licensing success.
On the video gaming front, titles such as No Straight Roads, Simulacra, Rhythm Doctor and GigaBash have found success abroad. The number of game development studios has risen from around 30 a decade ago to more than 80 today, including international players from the US, Belgium and Japan.
This trend reflects steady growth in the industry. Since 2011, Malaysia’s digital content sector has generated more than RM87 billion in revenue, contributed more than RM11 billion in export value and created more than 10,000 jobs.
Anuar says the shift towards developing, owning and monetising Malaysian IPs marks a departure from earlier models, in which local studios mainly served international clients.
“Success also means having an ecosystem where IPs can evolve across multiple formats and reach global audiences meaningfully, reflecting a mature and sustainable industry,” he adds.
While several Malaysian animation IPs have gained strong traction locally, scaling them into globally recognised franchises remains a major challenge, says Anuar. Many studios face barriers in accessing international distribution channels, securing long-term licensing and merchandising deals, and attracting private investment to expand their IP ecosystem.
Malaysia’s local IPs often struggle to maintain visibility and commercial value beyond their home market because of insufficient support in global market fit, brand localisation and cross-media monetisation strategies, Anuar explains.
“But it also presents significant opportunities for Malaysian studios to showcase their creativity and cultural uniqueness,” he says. “With the right support, strategic partnerships and focus on high-quality IP development, local animation creators are increasingly well positioned to break into international markets.”
According to Anuar, leveraging Malaysia’s rich storytelling heritage, growing talent pool and government-backed initiatives will allow local IPs to stand out and thrive on the global stage.
MDEC also recognises that digital game IPs are strategic digital assets that can elevate Malaysia’s position in the global digital economy.
“Creative IPs in digital games are economic multipliers that generate revenue through direct sales, licensing, merchandising and exports, while also creating high-value jobs and attracting foreign investment,” he says.
MDEC is working to connect local IP owners with global buyers, streamers and distributors through content expos and business matching programmes, but challenges remain.
A key hurdle is the lack of structured support across the full IP life cycle, particularly in the early and middle stages of ideation, development and commercialisation. Anuar says early-stage IPs often struggle to secure development capital and remain heavily reliant on government incentives.
With constrained federal allocation, support for early-stage IP development and commercialisation remains selective, while private funding is also limited, he says. “Malaysia’s digital content ecosystem lacks sufficient funding and acceleration infrastructure to bring IPs to global markets. The industry is navigating limitations in public sector funding, which affects the scale and speed of support for emerging creative IPs.”
Moreover, the industry is faced with a limited global storytelling perspective. Anuar explains that stories may be culturally rich but lack universal appeal or adaptation potential for over-the-top (OTT) platforms, streaming or game publishers.
This often results in commercialisation bottlenecks. He says that even after developing their IPs, many creators struggle to monetise them because of limited business skills and restricted market access, particularly in areas such as licensing, distribution and scaling into sustainable ventures.
“Many local IPs show strong creative potential but require further development to meet international market expectations. Areas such as localisation, IP protection and exposure to global buyers need to be strengthened to enhance export viability.”
There is also a common misconception that IP itself equals commercialisation. IP refers to the legal rights over a work, whether a storyline, gameplay, music or logo, whereas commercialisation is the process of turning that IP into economic value.
For example, the character Mario (originally introduced as Jumpman in Donkey Kong) is an IP. Commercialisation occurs when the character is transformed into products that generate income, such as the Super Mario Bros and Mario Kart games, merchandise and other spin-offs.
Associate professor Dr Tan Chin Ike, head of the School of Computing at Asia Pacific University of Technology & Innovation (APU), says some universities are now exploring ways to support the commercialisation of video games and help students turn their IP into tangible, commercially viable products.
“Some universities waive their IP rights to students, allowing them to develop it further. Similarly, at APU, the IP belongs to the institution, but if the students want to commercialise their IP, we will explore avenues of co-production, incubation or collaboration for a small equity in the project,” he says.
“Our core business is not commercialisation, but education. At the end of the day, collectively, we take a small equity or royalty — up to 4% — and the money is then used to incubate more student projects in a safe and secure environment.”
APU has launched an incubation unit where students receive guidance from staff with industry experience in areas such as technical development, grant applications, publishing and monetisation. The university also engages professionals from game studios, including CEOs, founders and senior leaders, to offer their expertise in company building, cash flow and project management.
Tan adds that the university is exploring an agreement under which projects would pay royalties once games reach specific revenue milestones, with the university’s share capped at less than 5% and ending once the threshold is reached.
Dr Ng Yiing Y’ng, senior lecturer at University of Wollongong (UOW) Malaysia, who led the university’s first commercialisation project — which ran from 2020 to early 2024— says many students keen to commercialise their video game IPs often misunderstand the process, assuming it is no different from developing a final-year portfolio project.
“There’s usually a longer investment phase when wanting to commercialise, and students often have to learn everything from scratch, such as IP rights, setting up their own company, managing the production pipeline, securing funding, handling business operations, marketing and negotiating publishing deals,” she says.
“Understandably, since they have no prior experience, students expect a lot of guidance and hand-holding from the lecturers. But this can be very taxing over time.”
Ng adds that not all lecturers have commercialisation experience, making it vital to involve industry professionals or appoint dedicated staff to oversee such projects. As students are new to this venture, they will need ongoing guidance — though the question remains how long they can sustain it.
“Funding is important, but then comes another challenge when these students start to realise the burden of setting up the company, which takes valuable time away from development. And if they also have to handle operational tasks, it becomes even harder to concentrate on the development itself. This causes the project to be prolonged,” she explains.
“Even if they manage to secure grant funding, they still face challenges in managing the funds and sustaining them as they set up. If the project becomes drawn-out and development progress slows, they will get demotivated and many end up leaving, either because they see their peers working and earning a salary at other game development companies, because they are offered positions elsewhere, or because they wish to move on with other things in life.”
Nevertheless, both APU’s Tan and UOW’s Ng are confident that the next generation of game developers will be well equipped with knowledge, passion and technical skills.
In response to the growing interest among prospective students, universities such as APU and UOW are taking steps to nurture the next generation of game developers.
Tan believes the number of game development companies in Malaysia will continue to increase. The country currently hosts 12 international studios and more than 75 local ones, with the prospect of more global players entering the market.
While the industry has made notable strides and gained international traction, this growth has also introduced new challenges in talent retention. Previously, concerns focused on skills development; now, experienced developers are leaving for better opportunities in game hubs in neighbouring countries.
“The ecosystem still lacks sufficient technical, business and marketing skill development opportunities, making it difficult for studios to build well-rounded teams capable of creating and sustaining high-quality, exportable IPs,” says MDEC’s Anuar.
Talent output and studio growth in the games industry have been substantial, he says, with local developers trained in fee-for-service firms now starting their own IP-driven studios. Still, the growth of independent or original IP studios may plateau, if talent retention is not actively incentivised.
“Highly skilled game developers may seek out more competitive salaries or opportunities for career advancement in other jurisdictions,” says Anuar. “Although MDEC’s grant programmes cover the full [spectrum,] from concept to commercialisation, there is limited guidance on how to navigate the steps in between. Creators often struggle during transitions, such as moving from concept to development, owing to challenges in securing technical talent or identifying financing options.”
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